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PolyHertz

Applink Developer
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Everything posted by PolyHertz

  1. Yea same here. Bugs killed v1.x for me after only a few days of trying it. However, I really like the idea of having all the Photoshop brushes available to use directly in a 3D viewport (3DC sadly just cant compare in this area). That alone will be reason enough for me to give it the new version a shot once it's released.
  2. I wonder if ZB5 won't be a free upgrade for once. Can you imagine how many people would be trying to sell their old ZB license if that happened and there was no upgrade option?
  3. Haven't been keeping up much, but I guess 3DC is in some sort of code refactoring phase atm? Are we expecting this to result in any performance improvements?
  4. Some more competition in the 3D painting space it seems:
  5. Well a model can have textures applied in generally one of three ways; vertex color, ptex, or UV sheet. 3DC can handle all three setups, but in the end you need it to be on UVs with as few islands as possible (1 preferably, as otherwise you're looking at multiple prints which will make the hydrographic simulation and application vastly more complex). 3DCoat can indeed export models with texture information, so you could paint the model in 3DC if you wanted to, but the simulation aspect is beyond the scope of what 3DC is designed for. For that you would probably use 3DSMax, Maya, or maybe Blender.
  6. Top right hand corner, "Preview Islands" checkbox should solve your problem.
  7. So...you have a pre-existing 3D asset with texture information, and you want to create a Hydrographic compatible texture sheet? If that's the case, best bet is to just planar map the model, run a few tests (the shown video just looks like a sort of cloth simulation) to determine how and where to distort it, and then transfer old texture to the new UVs via baking.
  8. Bug: If user closes the left hand tool panel (via the arrow at the top) in the Paint Room all user defined hotkeys for selecting tools stop working. Looks like this bug has been around for a while but not sure if it ever got a Mantis report.
  9. In general the 3DC UI is pretty bad about drag/drop functionality. There are a ton of things it doesn't work for at all that you would expect it to (UI groups, materials, brushes, etc.), and where it does work it does so in a less then ideal way.
  10. afaik Vulcan works similar to DX12 in that it's built around Asynchronous Compute, something that NVidia cards are currently quite a bit worse at then AMD cards. That said, 3DC has no Vulcan or DX12 optimizations currently afaik, and the CUDA optimizations haven't been updated in many years.
  11. Both are useful, and he obviously already knows about CPS and was asking what SAI was.
  12. You definetly should! I have nothing but good things to say about SAI; -It's very stable, don't think its ever crashed on me before (something I only wish I could say about PS). -A fantastic built in brush stabilizer, which in some ways I even prefer it to the one in CPS. -The cleanest color blending of any painting app I've ever tried (to create a great Blur brush = set Water color brush to 100% density+blending+dillution, and 80% persistenece). -Full support for layer groups, masks, blending modes, and PSD import/export (so can use it with 3DC no problem). Seriously, it's awesome
  13. Paint Tool SAI: https://www.systemax.jp/en/sai/ It's a very light weight painting app. Doesn't have anywhere near as many features as PS or CPS, but is nice for more simple/fun work.
  14. I've always had this problem in all versions of Photoshop I can recall. Some days it seems to be worse then others. Never found a solution, and have long since given up. On days where it makes me especially pissed off I just switch to another painting app like SAI or Clip Paint Studio.
  15. Does anyone actually use the Airbrush in 3DC? I've never liked it because it has a wierd 'bleed' effect when doing buildup, creating rings of solid color surrounded by soft color. The 4.1 brush would make a better airbrush then the current airbrush imo.
  16. Actually, after some more testing, 4.5 does do buildup but clamps the result based on pen pressure. No wonder soft alphas tend to look more hard edged.
  17. Any chance of getting an option to use the 4.1 paint brush in 4.5 (specifically, paint buildup)? Theres been a few topics about it lately cropping up: http://3d-coat.com/forum/index.php?showtopic=18182 http://www.polycount.com/forum/showthread.php?p=2345263 Also, when is the Smooth/Blur tool going to be fixed so it works with modern texture resolutions? http://3d-coat.com/mantis/view.php?id=1502
  18. Yep. 4.5 = Color intensity cannot build upon itself in a single stroke and must be increased via multiple strokes or increased pen pressure. 4.1 = Color intensity can build upon itself in a single stroke without the need for additional strokes or excessive pen pressure.
  19. I like both the 4.1 and 4.5 brush tool, but yea it would be nice to have the option to switch between them.
  20. "Smooth" under the Color Operations Tool is probably what you're looking for instead of Smudge. However fyi, it will only effectively work on lower resolution textures (more on that here: http://3d-coat.com/mantis/view.php?id=1502 ). If you want to 'blend' between colors on a high res texture then using projection with an external app is your best bet.
  21. Correction, they're using HBM2 which is even faster then the current HBM used in newer AMD cards. Also, they're not saying the GPU as a whole will be 10x faster, just that 16bit float operations will be (theoretically). Though I'm sure it'll be a great card (what with the new memory and die shrink), don't overhype yourself.
  22. Yea I'm going to assume that's the case, I just don't know how else we'd have such divergent thoughts on this otherwise. farsthary already said he'll take a look at it once hes got time, that's good enough for me.
  23. While as the features themselfs are impressive, I have major doubts towards ADs ability to deliver a truely competent sculpting toolset/environment after what they did to Mudbox.
  24. That's the problem, it -doesn't- relax the geometry, it distorts it to look as if its been relaxed from the cameras (and only the cameras) perspective, but as soon as you navigate around the mesh even slighty you'll notice what its done is completely wrong. To illustrate: Take the default head mesh or sphere (a nice curved surface), do a simple grid retopo over part of it, and then use brush relax on some points. Now rotate the camera a bit and try relaxing those same points again. Notice how they go in a completely different direction then they did before? Instead calculating and averaging the positions of verts on all 3 axis based on their proximity to each other, its only relaxing them on 2 axis and based on their position relative to the camera (which shouldn't be a factor at all).
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